Quote Originally Posted by ItsUrBoi View Post
Putting more into TBN is bad since it will make it harder to break, especially in lower content like Trials / Normal Raids, therefore making the use of Dark Arts harder. Instead let's try to consolidate defensive cooldowns that are lackluster: Oblation due to being only 10% and Dark Mind which is 20% against magical is cool, IF its magical damage and if it is you do need Oblation on top anyway, if its not, its useless.
I've already stated this in prior posts, but not really. You already use other cooldowns with TBN specifically because it makes TBN stronger. Everywhere you use it want something to be used with it anyway (Which is generally oblation), and where that is applied, the shield isn't hard to break. It pops in no time flat in trash mob pulls, and using it on tankbusters you already use Oblation in tandem because it's a light mitigation of 10%. Using TBN on auto's outside of pull is ill advised because it is inconsistent. You would want to time it around when raid-wide aoe damage is being dished out but at that point it would be better to use it on anyone that isn't a tank anyway.

What DOES make TBN harder to pop is the inevitable power creep because of our HP values going up.

Quote Originally Posted by ItsUrBoi View Post
I think I suggested something similar a while ago but there are design problems around that as you'd have to weave in YET ANOTHER off GCD to consume Darkside and that's just making it worse for your double weaving. Instead what I suggested with Edge/Flood of Shadow used under Delirium granting blood instead of Darkside is basically the same but smoother I think.
This would be remedied by reducing the oGCD bloat during out 2-minute and opener, which we have talked about solutions for that extensively. The reason I advocate for something similar to Hagakure for Darkside->Blood Gauge is basically what I already stated. I think we're solving the issue with Darkside but just are listing different ways to go about it.

Quote Originally Posted by ItsUrBoi View Post
The job needs some sustain to make up for the lack of AoE survivability and constantly getting hit by hard hitting auto attacks in raids. My idea was that when you enter Salted Earth's area you gain a buff that stays on you even if you leave Salted Earth's area and which heals you over time slowly and makes it so that when you use Salt and Darkness you gain a small burst of healing. Adding mitigation to it might be overly complicated as you can just have that mitigation within the new Oblation ( Dark Mind's 20% magical + 10% overall damage reduction from current Oblation ) and the 20sec cooldown on C&S / Abyssal Drain.

Yeah having an ability that stores damage taken then heals you when reactivated or upon effect fading is cool too!
I agree, I just think we need only one form of added sustain, DRK is already very strong defensively to stand on it's own, and I like that. I believe the Blood Price revamp would more than provide what's necessary and the most easily applicable one in all situations, while simultaneously being one of the more interesting tank CD's.